Sunday, July 12, 2009

MMO Design: Power Base Endgame System

Going off the last thoughts, the next element I want to flesh out for this hypothetical MMO is the endgame. That is, once the player has mastered the basics and fully built their character, what is it that they do with them?

I've already decided that I don't want the endgame to be about continued self-improvement through increasing combat power. In fact, I want combat power to be relatively static to emphasize player tactical choices over most other considerations, so I don't want a fight to hinge on which player has the magical assault rifle +5. Instead, I want players to use their combat power to acquire other kinds of power - political and economic for instance. So by completing quests players will acquire broadened capabilities, rather than heightened capabilities. A good example would be if in WoW, instead of doing instances and quests to get gear and experience, you did them to acquire flight paths, mounts, bank slots and the ability to create or join a guild. All of these things enhance your gaming experience but aren't directly related to your combat capabilities. I'll call these collected perks a player's "Power Base".

Expanding your Power Base
Grand Theft Auto is a good example of a game where expanding your character's power isn't about increased combat ability. Instead as you progress through the game you gain access to more safe houses, more friends, more money and more cars. So let's brainstorm some ways that characters in this MMO can acquire expanded power.

Vehicles
Like mounts in WoW or cars in GTA or the car in Fallout 2 - acquiring a vehicle is a sweet perk.

Storage
I will probably want a relatively realistic inventory system, since what gear you choose to carry around is important - so having a place to store your extra stuff is a very valuable thing to unlock.

Allies
As the game incorporates a living breathing NPC world, the characters will be able to manage their relationships with NPCs and factions to garner allies who will provide them with services and combat backup.

Networking/Communication/Information
I'd like to see chat channels and the ability to create a guild or form a party or raid be something that characters acquire through questing. More critical communication abilities would be something you get early on, but having some depth to the ways you can communicate with other players would allow some players to specialize in creating information networks.

Zone Access/Safety
Another type of power would be the ability to unlock access to new helpful zones or safe areas. A safe haven town in a hostile area or a shortcut through otherwise impassable terrain would be examples of this.

Fame/Titles
Imagine if NPCs talked about you based on your deeds? Other players hear your name before they ever even meet you.

Affecting the Game World
But by far, the most powerful ability a player can have in an MMO is the ability to effect change in the game world - to alter the course of story events. This kind of power is relatively unheard of in MMOs simply because there are so many players that it is easier to give them personalized experiences than experiences that project change into the public space. However, since this is my dream MMO - that's exactly what we're going to work out. The game's story design will be guided by the influence of players. The day to day 'work' of a player won't be just about earning gold, grinding experience or finding loot, but about making bold changes to the game world, molding it to their desires. All the above features will be part of a character's personal power base, but the height of their exertion of power will be the struggle to control the course of history in the game world.

No comments:

Post a Comment